Azelf
No entry available for this game era.

Pokédex Data

Classification Willpower Pokémon
Height 0.3 m (0'12")
Weight 0.3 kg (0.7 lbs)
Abilities

Game Locations

  • Ultra Space Ultra Space Wilds Water
  • Ultra Space Wilds Waterfall

Training

EV Yield +2 attack
+1 Sp. Atk
Catch Rate 3
Base Friendship 140
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Rest
5 User sleeps for two turns, completely healing itself.
1 Natural Gift
100% 15 Power and type depend on the held berry.
1 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
6 Imprison
10 Prevents the target from using any moves that the user also knows.
16 Detect
5 Prevents any moves from hitting the user this turn.
21 Swift
60 20 Never misses.
31 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
36 Future Sight
120 100% 10 Hits the target two turns later.
46 Nasty Plot
20 Raises the user's Special Attack by two stages.
50 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
61 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
66 Natural Gift
100% 15 Power and type depend on the held berry.
76 Explosion
250 100% 5 User faints.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Rest
5 User sleeps for two turns, completely healing itself.
1 Natural Gift
100% 15 Power and type depend on the held berry.
1 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
6 Imprison
10 Prevents the target from using any moves that the user also knows.
16 Detect
5 Prevents any moves from hitting the user this turn.
21 Swift
60 20 Never misses.
31 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
36 Future Sight
120 100% 10 Hits the target two turns later.
46 Nasty Plot
20 Raises the user's Special Attack by two stages.
50 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
61 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
66 Natural Gift
100% 15 Power and type depend on the held berry.
76 Explosion
250 100% 5 User faints.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM41 Torment
100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM64 Explosion
250 100% 5 User faints.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
Laser Focus
30 Guarantees a critical hit with the user's next move.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Magic Room
10 Negates held items for five turns.
Recycle
10 User recovers the item it last used up.
Role Play
10 Copies the target's ability.
Shock Wave
60 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
10 User and target swap abilities.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
20 Causes damage when opposing Pokémon switch in.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 75
Attack 125
Defense 70
Sp. Atk 125
Sp. Def 70
Speed 115
Total 580

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x